diff --git a/.vs/shader2/v14/.suo b/.vs/shader2/v14/.suo
index aa9fbd5..b099692 100644
Binary files a/.vs/shader2/v14/.suo and b/.vs/shader2/v14/.suo differ
diff --git a/main.cpp b/main.cpp
index 68f1d79..4dee409 100644
--- a/main.cpp
+++ b/main.cpp
@@ -91,7 +91,7 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
glewInit();
/*创建program*/
- GLuint program = CreateGPUProgram("res/shader/PointSprite.vs", "res/shader/PointSprite.fs");
+ GLuint program = CreateGPUProgram("res/shader/test.vs", "res/shader/test.fs");
GLuint posLocation, texcoordLocation, normalLocation, MLocation, VLocation, PLocation, NMLocation, textureLocation;
posLocation = glGetAttribLocation(program, "pos");
@@ -109,16 +109,13 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
int vertexCount = 0, indexCount = 0;
Timer t;
t.Start();
- VertexData* vertexes = LoadObjModel("res/model/Quad.obj", &indexes, vertexCount, indexCount);
+ VertexData* vertexes = LoadObjModel("res/model/Sphere.obj", &indexes, vertexCount, indexCount);
printf("load model cost %fs %d\n", t.GetPassedTime(), t.GetPassedTickers());
if (vertexes == nullptr) {
printf("load obj model fail\n");
}
- vertexes[0].position[0] = 0.0f;
- vertexes[0].position[1] = 0.0f;
-
/*创建vbo*/
GLuint vbo = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(VertexData) * vertexCount, GL_STATIC_DRAW, vertexes);
@@ -127,14 +124,10 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
/*创建纹理*/
GLuint mainTexture = CreateTextureFromFile("res/image/stone.jpg");
- GLuint secondTexture = CreateTextureFromDds("res/image/camera.dds");
- glClearColor(0.1f, 0.4f, 0.7f, 1.0f);
+ glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glEnable(GL_DEPTH_TEST);
- glEnable(GL_POINT_SPRITE);
- glEnable(GL_PROGRAM_POINT_SIZE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
glViewport(0,0, windowWidth, windowHeight);
//创建一个单位矩阵和一个投影矩阵,后面用来传递到shader
@@ -145,14 +138,10 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
0,0,0,1
};
- glm::mat4 model = glm::translate(0.0f, 0.0f, -3.0f)*glm::rotate(-20.0f, 0.0f, 1.0f, 0.0f);
+ glm::mat4 model = glm::translate(0.0f, 0.0f, -3.0f);
glm::mat4 projection = glm::perspective(45.0f, (float)windowWidth / (float)windowHeight, 0.1f, 1000.0f);
glm::mat4 normalMatrix = glm::inverseTranspose(model);
- Frustum frustum;
- frustum.Init();
- //frustum.InitPerspective(45.0f, (float)windowWidth / (float)windowHeight, 0.1f, 4.0f);
- frustum.InitOrtho(-0.5f, 0.5f,-0.5, 0.5,0.1f,4.0f);
/*显示窗口*/
ShowWindow(hwnd, SW_SHOW);
@@ -170,7 +159,7 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
glUniformMatrix4fv(PLocation, 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(NMLocation, 1, GL_FALSE, glm::value_ptr(normalMatrix));
- glBindTexture(GL_TEXTURE_2D, secondTexture);
+ glBindTexture(GL_TEXTURE_2D, mainTexture);
glUniform1i(textureLocation, 0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
@@ -183,7 +172,7 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
- glDrawElements(GL_POINTS, 1, GL_UNSIGNED_INT, 0);
+ glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
};
@@ -198,7 +187,6 @@ INT WINAPI WinMain(HINSTANCE hinstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- frustum.Draw(glm::value_ptr(model), identify, glm::value_ptr(projection));
what();
SwapBuffers(dc);
diff --git a/shader2.vcxproj b/shader2.vcxproj
index 2f91c38..f809b4f 100644
--- a/shader2.vcxproj
+++ b/shader2.vcxproj
@@ -159,10 +159,8 @@
-
-
-
-
+
+
diff --git a/shader2.vcxproj.filters b/shader2.vcxproj.filters
index bb179cb..403f9b3 100644
--- a/shader2.vcxproj.filters
+++ b/shader2.vcxproj.filters
@@ -46,16 +46,10 @@
-
+
婧愭枃浠
-
- 婧愭枃浠
-
-
- 婧愭枃浠
-
-
+
婧愭枃浠